Combat Medic Archive

Thread: My template for CM/Doc

Kylania
Wed Jul 09, 2003 8:53 am
#14

I don't know how successful you'd be with Knowledge IV but no Crafting skills. You'd be able to use any buffs at all, but you'd have to buy them from others since you can't make your own, that could be painfully expensive and hard to guarentee that you'd have what you need when you need it I'd imagine.
Elenora
Wed Jul 09, 2003 9:06 am
#15

why medicine 4? if your not gonna be a master doctor, there is no reason to get anything outside of treatment IV and Crafting IV. This will let u rez and buff and /healstate


Sure you cant cure poison or disease, but seeing as CM is bugged all to heal and poisons and disease mean litte now....




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Elenora Kaadara Naboo Ahazi
Master Combat Medic/Master Surgeon/Master Chemist
Elenora's Drugs - Better lives through better medicines
ccpeters
Wed Jul 09, 2003 10:08 am
#16

Now that I look at it, you're right. Think I'll drop the meds forTreatment IV. Still the same points too so that will work.



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Fi'Ak - Former Ranger/Fencer
Ale' - Your friendly, neighborhood Bothan

kamikazipilot
Wed Jul 09, 2003 12:34 pm
#17

Survey becomes significantly less helpful once you get on your feet and get some harvesters... It is much more convienient to have it tho, I must agree. I just prefer those points spent else where
Haakes
Thu Jul 10, 2003 5:36 pm
#18

So far my plan was to go master CM, master Pistoleer and drop my doc and surveying skills, but the resource shifting as you said is an unbelievable pain in the ass. Basically unless you know someone to constantly make you harvesters and survey for you, you'll need the survey in the end.


What's most appealing to me about this skill setup is you'll have insane experimenting points to spend on crafting items. Even if your medicine use skill isin the toilet, you'll still be able to play with most enhance packs enough that you'll be using them. Also, /healstate is not half bad. I'm slipping back and forth between which way I'm gonna go, because I don't want tobe defenseless, but I don't want to be resourceless either...


Good post though, I like to see where other people are going with professions. Helps me see what my options are alittle more clearly

Jas
Fri Jul 11, 2003 6:39 am
#19

For what it's worth, here is my endgame template:


Master Medic


Master Combat Medic


Master Doctor


Marksman - Ranged Weapon Support Ability Specialist


Marksman – Intermediate Pistol Skill


Novice Artisan





Meddix

Master Doctor
Master Combat Medic
Keeping the Boys Alive
ccpeters
Sat Jul 12, 2003 12:23 am
#20

Ok folks.......I know I've posted my ideas on a good CM track on other threads. However I have made what I am going to consider to be my final rewrite of my projected CM track, and it follows thus:


Master Medic


Master Combat Medic (duh)


Pistol Specialist


Ranged Weapon Support Specialist


Exploration IV & Survival IV (Scout Track)


Novice Doctor


Novice Squad Leader


Leadership I & Tactics I (SL Track)


The main reason I chose some skills in the SL track was because of their overal potential health benefits to the group as a whole with the /formup and /rally commands reducing their dizzy and stunned effects and bolstering their health attributes some. As a healer and protector of the group, I found this to be highly appropriate. The Novice Doctor only will give me a slight edge on healing wounds in the field while in camp.


This is the track I feel the best with and I think I will shoot for that. I still have survey III right now, but should be able to surrender that before much longer.




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Fi'Ak - Former Ranger/Fencer
Ale' - Your friendly, neighborhood Bothan

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